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nz ce > = = im Es s bed .-J o cJ < Sy = a = Ey = > o = FE Es ow! enn Uy 000 REECE es FOR VEHICLE CEA IN ul vs eS Collisions are collision involv for penetration shown. Any location on eithe ‘armour value equal to of less than the dice hich is traveling at slow or may dive out of the way by rolling equal to or less than their initiative on & TERRAIN EFFECTS TABLE Tracked. May not move thro omes stuck in de"s movement phase. A h goes out of control is moved 2D6" but n0 than its maximum speed. The vehicle moves straight left as shown on the di below. Rolla D6 to determine direction and move the vehicle in its movement phase ss over difficult or vey difficult h ly cross over difficult or very difficult ground at slow speed. May not cross a linear Shallow streams and fords Walkers. Can move over any type of terrain or deep water unhindered. Can move thro walk underwater along a river or sea bed at half the height of the model's knee will if they are travelling at slow spec board it without risk. Ifa vehiel then each mode! boarding or leaving sustains an automatic hit with the strength shown + below. Any model Make an following tab D6 Result 1. The skimmer dives down and crashes into the ground. Stay at same altitude The skimmer z ht up, stalls, and then crashes tothe groun: ‘random direction BIKE SKID TURNS TABLE AA bike wishing to make a skid turn must ake a skid test. A bike may attempt as many skid turns as the player wishes. To determine ifthe kid tur is completed successfully roll D6, reference the score with the vehicle's speed and read the final result on the chart below SPEED Combat Fast D6 DG Ress = 1 The bike crashes and is destroyed together with its rider. The flaming wreck travels straight forward forthe remainder of its maximum fast move, and then explodes with an area radius of 1” causing a serength 4 hit on any target within the effect area, If the bike hits something before its move is complete, work out normal collision damage and then the bike explodes. The biker skilfully guides his protesting machine in the desired direction, but is too preoceupied to do anything ise this tum. No weapons may be fired from the bike this turn, including any fired by a passenger (who is more interested in holding on than shooting), The biker skilfully guides his protesting machine in the desired direction, but is too preoccupied to do anything eise this tum. The rider may not fie any weapons, eluding bike weapons, this turn. A passenger or sidecar crewman may shoot 88 normal The biker successfully completes the VEHICLE HIT AND DAMAGE PROCEDURE Place the grid over the vehicle's targeting diagram, with the centre over the point of aim. Roll 26 and find the corresponding number on the horizontal axis, Roll 2D6 and find the corresponding number on the vertical axis. The shot lands where the two numbers meet. This location may then be moved either horizontally of vertically - but not diagonally - towards the crosshairs, by a number of squares ‘equal tothe Target Shift Score TARGET SHIFT SCORE = BS 4/- TO HIT MODIFIERS To see if the shot does damage, roll for the weapon's, penetration: PENETRATION = D6 + WEAPON’S STRENGTH + WEAPON'S DAMAGE DICE pons penetration is equal to oF greater than the armour value in the target area, roll on the corresponding. damage chart to find the exact damage caused. ‘A shot loses | point of penetration for each full 24” of range between the attacker and the target, as summarised ‘on the table below Gr c EEE Penetration Modifier 0 BLAST AREA WEAPONS Roll to hit and for scatter (if necessary) using the rules presented inthe Battle Manual. Ifthe vehicle is within the blast area, follow the steps described above the following number of times: may 2. a Note that no Target Shift is allowed for weapons with a blast area Flak arene sve ‘SPACE MARINE CRE} a a rr SQUAT CREWMAN TW n lu ws oss re) Mes emoar:sae 5+ Weapons: pst CHAOS MARINE CREWMAN ‘ORK CREWMAN NC es a8 Tot 7 Flkarmearsave6+ —_Weapens bol psa ‘CULTIST CREWMAN i E 433 3 3 18 te Te Weapons peo ARMOUR PENETRATION TABLE This table summarises the armour penetration values of the weapons used in the Warhammer 40,000 rules. You can work out penetration rates for yourself using the profiles, but we thought it would be useful to have a summary. In addition to the penetration value, we've include the minimum and maximum results and the average result a typical dice roll will give you. Obviously you don't need to know these values to play the game, but smart players will Quickly realise the usefulness of knowing how much armour they're likely to penetrate with a shot, Remember that the more dice you roll the greater chance you have of obtaining a result close to the average score so @ lascannon with 3D6+9 is more predictable than a plasma gun with 06+7. ‘Armour Min. Max. Average PISTOLS penetration Result _fesuit_‘Peeult Bot Patt Aapiatol Needle Pst, Plaome Pitot Shuriken Pato! Stub un eee a El Ar) al BASIC Armour Min. Max. Average WEAPONS Penetration _Resuit * Resuit Result Astogun O63 ‘otgun ea Bow Ost Crossbow Devt Death Spiter O66 Famer Desa Feshoorer Ose ‘0 HEAVY Armour in, A RL RE WEAPONS Peestation Recut Lesoun a) Assaut Cannon 060100810 Netiagun 20608 f ‘ise-Cannon 9 208040 Mata eed Bate Cannon 205¢0 11 Sniper ie 0643 “Conversion Beamer —Varion wh emia OgrynFipper Ot tAtemour 06 . Paama Gun a arta RO 2 ‘shot un sia S11 armour 306 0 Shuriken Ctaput tettamour 498 Storm Baer 8d 1Searmour S08 ‘oyeone DiosDsie Heavy Bolter D045 6 ae ae a GRENADES Ame Mn. Max, Average TIBI envy Pleas Gun — Varies according to power eating Wax Power OB)DIONIO 42 a Frag Grenade D603 . 8 as Low Energy 70008 917 Hayei — Acdomatcaly penetrate (ove rules) a i a Ske KrakGremade 20860818 Lascennon 30609 Pnora Grenade Dees sores Mole Morar — Varian aocording te burt type RadGrenede208-D6 3 68S ‘Aiburet D003 i ‘Vortex Grenede — Automaticaby penetrate (ve rules) Sata it Dt s ‘Subterinen Dea AoW Nise Launcher — Varies according to missle type ‘SUPPORT Armour Min. Max. Average Wakiiaale Desonove WEAPONS Penetration _ Resut Resa Frag Mianile Obs 5 Mata Misia 20608 Distort Cannon — Automaticaly penetrates (se rules) Mutieser DOD Rapier Deeg 2 Be aR Ae ha RNG TESTA Seater Laser O66 Tous OS Mutimeta—_Oss201248 Tarantula sons ear oe ee Thuda Gun 06 7 2 8S eae ‘The Datafax pages i this book have been loosely bound (o enable you tor WARHAMMER 40,000 VEHICLE TARGETING GRID 2|3/4]5]6] 7] 8| 9] 1) 11/12] wr YYVYVYYV VY Le] Wher ++ t¢tt+e¢e t+ t+ Hilt Wor te tetet +e t+ 0 Plo +t t+ ++ + 9 Bior + + + + 45/8 Tio + + ++ 47 Gio + + + + w/6 Bion + + + +++ w/5 Alo +t etetttt+ 4 Blor+ + t+ tere tt t+ wid use ea aRaKRAE EAA RL 2/3)4/5/6) 7/8 | 9 | 10| 11/12 STANDARD VEHICLE HIT AND DAMAGE PROCEDURE 1. Place the grid over the vehicle's targeting iagram, with the tantreoverthe point of 3. el 208 an ind th corranponaing number om the vere A Test and wars th oe rumbare moan eatin than be moved in sitter horizontally or vertically = but net gery erin rsa, by nan of vrs ea TARGET SHIFT SCORE = BS s-To Mk Moers 5.To ee ifthe ahet dove damage, rol forthe weapon's Denetation PENETRATION = D6 + Weapon's Strength + Weapon's Damage Dice '6.A shot loses 1 point of penetration for each fll 24° of range between the stacker and the target, at summarised onthe table below Range oe 24a" 4872" Penetration Modifier 0 89-12 + 2. the weapon's paneraion ie aul ie coreepondig mage AREA EFFECT WEAPONS, 1, Roll tit and for deviation it nacennay using te ran Warhammer is a registered trademark of Games Worksop Ltd. © Copyright Games Workshop Ltd, 1992. All rights reserved. IMPERIAL RHINO ) ‘The Rhino armoured troop carter i the most widely used transport vehicle in the Imperium, in service with the ‘Space Marines, the Imperial Guard, the Titan Legions, and even supplied to the Squats and Knight worlds, ‘Though the Adeptus Mechanicus manufacture large numbers of Rhinos, most planetary Lords and Space Marine Chapters prefer to build and equip their own locally. The Rhino's enduring popularity is due to the ready adaptability of the vehicle's basic design, and the fact that it can be built from a wide range of materials, from steel to high-tech thermo-plasteen. It can be modified to suit local climates or to fulfil different military roles, Range rn SC Co OMe Lis RIA Ce) 8 SETI By ‘The Imperial Rhino is armed with twin bolters with 360° field of fire, and a smoke launcher, BACK ARMOUR -1 FRONT ARMOUR +1 BACK FRONT —_——— BACK FRONT IMPERIAL RHINO DAMAGE TABLE CONTROLS SMOKE LAUNCHER ( IMPERIAL PREDATOR ‘The Predator is one of the Imperial Guard's most common battletanks, and is also used by the Space Marines. The Predator is based on a substantially up-armoured Rhino body to which a top-mounted turret and two side-mounted sponsons are attached. Each sponson carries a lascannon, while the turret is equipped with a powerful shell-firing autocannon. On the battlefield Predators provide a mighty punch which can stop an enemy assault dead in its tracks or smash through enemy lines and exploit deep into enemy territory. ry ri Weapon CeCe Autocannon ‘Sustained fire ‘Smoke Launcher 6" x 1 area template oT ir RAEI 200 Lo Liisi cr Ro 7 POET 20 ZSeo Ey The Predator is armed with two lascannons with targeters and 180? field of fire to the left and right, a smoke launcher, and an autocannon with targeter and 360° field of fire BACK ARMOUR -1 FRONT ARMOUR +1 FRONT BACK BACK FRONT IMPERIAL PREDATOR DAMAGE TABLE ENGINE. rm sin by ee terpenes en bal = wth antberwebice e FUEL Rest ‘The flank rues a start eve abusing tof ehind he veil. Thin snot + problem 3 ong the veicle eotol text um and ten explodes. Anything wii 3 of fe pein whee eods ap cag inthe enplson ering aage AMMO Toke wih a=} saving how oder on lode wan ‘GUNNERS The pas aloes soma sig ow md ye Toru sown mer fore poets wep ns ehdiies eared feet fet Tie o tous poeaty ems ete eps CONTROLS ‘he pame Allntoad eyes ae endo slo dl rs jam shot Model inde stl eacloved veil repped ‘apm me tg ae yt se er aoe ad wpdicbl sic. The Pulling erates tbe une bi ‘ete in hear may oly ein pt ine age at ri ig drt yt were ed es no eagrb ws IMPERIAL WHIRLWIND ‘The Whirlwind is a very simple modification to the Rhino, designed to provide supporting fire and bombard enemy positions. It has proved its worth time and again and is used in large numbers by both the Imperial Guard and the Space Marines. The Rhino remains largely unchanged, save for the addition of a multi-launcher to its roof. The multi-launcher is a multiple missile launcher housed in a turret that_can be rapidly rotated to face any approaching threat. When fired the rockets shoot skywards in a flaming arc, screaming overhead in large numbers. They fall to the ground in a series of massive explosions, devastating a huge area and scattering shrapnel and bodies in all directions. cr Toit aac a TU) Co ee rr Bolter Multi-Launcher ‘Special rules in Vehicle Manual ‘Smoke Launcher 6" x1" arva template The Imperial Whirlwind is armed with twin bolters with 360° field of fite, a smoke launcher, and a me launcher with targeter and 360° field of fire, LT co OTST ci) Ls Coy ST PE ee a eT BACK ARMOUR -1 FRONT ARMOUR +1 BACK er al BACK FRONT AMMO Rest 06 CONTROLS ogg tenets may tt se pot ENGINE Rest The veil comesto a notin rein immobilised forth remsindr of he ane SMOKE LAUNCHER A malfunction camer these launcher o fe prematurely. The soke tener TRANSPORT oly oxen al athe anspor ston, te nxmal Waar 1,00 rae toe pert eton in badly damaged ta any Te eich i permet nk. I moving when he olin tr nd ho ce ‘itt nl remind MULTI-LAUNCHER The weapons jamendo pay damaged a cist be sed pect prtacn daly, Any msl wit 2047 te Win ees tewi sg IMPERIAL LAND RAIDER The Land Raider armoured fighting vehicle combines speed, firepower and troop carrying capacity, making it an ideal vehicle for a mobile and tactically flexible force such as the Space Marines. Although some Land Raiders are built by the Adeptus Mechanicus, most Space Marine Chapters prefer to build Land Raiders in their own armouries where they can incorporate their own modifications. The Land Raider can carry ten Space Marines, and they have been known to act as carriers during the initial stages of a battle. On the whole, though, they are {too powerful to use in this way. It is better to take up a position which gives a good view of the battle tse the Land Raiders long range firepower to pick off the enemy from a distance. Range Ere ri cee Weapon Cee Sustained Fire 6° x1" area template Type FS Ey ‘The Land Raider is armed with twin lascannon with targeter and a 90° field of fire to the front left and right quadrants, a smoke launcher, and a twin heavy bolter with targeter and a 360” field of fire. BACK FRONT FRONT ARMOUR +1 BACK ARMOUR -1 IMPERIAL LAND RAIDER DAMAGE TABLE AMMO CONTROLS Rest SMOKE LAUNCHER Resa GUNNERS ~ IMPERIAL SPACE MARINE DREADNOUGHT The pilot of a Space Marine Dreadnought is not an ordinary Space Marine but one of the Old Ones - a Space Marine mortally wounded in battle long ago. Rather than being allowed to die he has been implanted inside the Dreadnought, his nervous system connected directly to the machine itself. The Space Marine now only exists as a tightly curled and shrivetied organic component deep inside the Dreadnought. He loses all sensation from his body and relies completely on the artificial senses of the machine. Dreadnoughts are often very ancient, Sometimes many thousands of years old. They are revered by the other Space Marines as potent warriors and also as living embodiments of the Chapter’s proud history. ra Pra roy Erna Damage Save Modifier Special ‘Storm batter | Sustained Fire Lascannon Arak missile Frag missilo 2 Blast Area Power fst Giose combat ‘The Space Marine Dreadnought is armed with one power fist with a built in storm bolter and targeter with @ 90° field of fire to the front, and ONE of the following weapons: a second power fist with built in storm bolter and targeter with a 90° field of fire to the front; a lascannon with targeter and a 90° field of fire to the front; a missile launcher with frag and krak missiles and targeter with a 90° field of fire to the front. Li Li cy cy [eTeTsvels|s |e] Pye Walker | The Dreadnought can also use the special CRUSH attacks in hand to hand combat. BACK ARMOUR -1 FRONT ARMOUR +1 AMMO split te whic ser Atte begining of ech ing tase vedi wil expe om be DS rol of Si Sore, An exltag vei ner DS eng st the arm may sil be weed, ut the arm in'band to hand combat Reduce the waba The machine Ack carci edd CONTROLS Rest to fe | reapon dag he toning pe, 36 the elon ofeach players t,he fn a oll of 6. An exploding vehicle ie wibin of he SPACE MARINE DREADNOUGHT DAMAGE TABLE LEG Toe vehicles detablie by he so severe dunage case 0 28 dciba for aol ow “The vehicle collaptes into a Resp a04 may sot ove for he Temlnde f the are. On the D8 rol of 5 or tne vehiche determined ween may respi ay ot eee ot collapses into abeap and may 20 move for be | {easter ofthe panels wang re oe fal i ch ‘senor exon, Rll a ms damage le ind at IMPERIAL SENTINEL The Sentinel is the vehicle equivalent to a sentry, scout, or guide. It is mainly used for reconnaissance work where it is particularly valuable as its locomotive legs and light-weight construction enable it to traverse territory normally considered as fit only for lightly equipped foot soldiers. Its high body also affords an excellent view of the surrounding landscape. However, against lightly equipped troops it has a useful armoured attack role similar to that of a Land Speeder, Range cy fe Era ea ae ‘Assault cannon | 0-12 7 Sustained Fire FRONT > a le} s]3 [6 ]3 |i [7 POLE Cr i = Guard The Imperial Sentinel is armed with an assault cannon and targeter with 90° field of fire to the front. ‘The driver may not fight in hand to hand combat ‘while he is mounted in the Sentinel SENTINEL DAMAGE TABLE DRIVER CONTROLS IMPERIAL SPACE MARINE LAND SPEEDER "The Land Speeder fast co man light atack vehicle powered by gravtic-eaction jets which allow ito fly through the present day tack helicopter Tae Land Speeder’ peed and mangedrabiliy alow ito be used for scouting in the same way as bikes and jet Fikes. However, it carries considerably heavier firepower than these Hight vices, and so ean be used in much mee aggressive roles as well. A tactic much favoured by the Space Marines iso send fast moving Land Speeder detachments dee into enemy terior. Once behind {nem lines the Land Speeders ambush enemy troops popping Up fom behind cover, blasting an targets with a sudden barrage of fie, and then vanishing before thei surprised opponents eta chance to respond, cry co SC ey Cota BO ed CoE Et} STO EJ The Imperial Space Marine Land ‘Speeder is armed with a melta gun and targeter with 90° field of fire to front, and a Multimelta with targeter with K,10% fi of Bio front. IMPERIAL GUARD LAND SPEEDER *) imperial Guard Land Speeders nary identical othe Space Marie variant exceptial the fixed ventral melta-gun and a dorsal mul mca ofthe Space Marine machine are replaced with a heavy boltr and heavy plasma gun onthe Imperial Guard model. The diferent ‘Weapons moutted on the Inperal Guard Land Speeder reflec the diferent role Ks expected to full, On the offensive the long ranged ‘weapons fited tothe Imperial Guard machine ae used 10 provide supprting fre for assaults by Imperial Guard fone oops: On the Gefensive imperial Guard Land Speeders are wed as a mobile Tire bgade using to areas ofthe font lie that are under tack o provide ‘Supporting fie forthe hard presseg defences, and then swifiy moving oni the net eri pont. ct AO UM coe ed 1" Blast. 2 turns to recharge Pad Ei Se EJ with a heavy bolter and targeter with 45° Field of fire tothe front, anda heavy plasma {era aeorand 360° field of fire. IMPERIAL BIKE Bikes are common vehicles throughout the galaxy. They are used extensively by the Imperial Guard and the Space Marines for reconnaissance and pursuit missions, In an assault, squads of bikers act as shock/assault troops, while away from the batilefield the bike is invaluable for scouting and pursuit, compiling vital data on enemy troop movements and harrying opposing forces with lightning raids. This Datafax represents the standard Space Marine bike, the famous Black Shadow or to Lic) Ee ao omen Bolter on 226] Back < ST J Cre 1 ‘The bike is armed with twin bolters ag with targeter and a 90° field of fire to FRONT \ te font IMPERIAL BIKE AND SIDECAR ) ‘The bike and sie car isa multi-purpose atack and support vehicle mounting twin fixed boliguns and a pintle mounted mult melta. The Black Shadow bike is a very common machine in Imperial forces and the armoured side car unit is a popular modification offering additional crew carrying capability and increased firepower with litle los in power. Bikes with side cars appear in all types of human forces from planetary police to galactic pirate raiders and although this Datafax shows the standard Space Marine bike and side car itcan be taken as good for any similar vehicle. ry ro Sa Oo Ud ae) c Points Value 50 LL oN Cae Slow Speed 5 | Pres 8 — 4 ai SEIT Ea ( “| 7 ; ( The Bike and Sidecar is armed with twin bolters and targeter with 90° field NA of fire to front, and a multimelta with a targeter and a 180° field of fire to front. Ss IMPERIAL BIKE DAMAGE TABLES AMMO ENGINE The wh WEAPON 4 IMPERIAL JET BIKE Imperial Jet Bikes are fast and highly manoeuvrable vehicles. They are powered by advanced anti-gravity motors which propel them above the ground surface and can be used to carry them into the air above the maelstrom of battle. Each Jet Bike is armed with twin forward-firing bolters that are synchronised to fire simultaneously and which can lay down a withering hail of fire against lightly armoured targets. To Hit Pec ee ange Ed oer) CT Sn —_ ie eI 20 1 [Gunners none | } The imperial Jet Bikes aed with | twin bolters with a 45° field of fire to — the front. FRONT ELDAR JET BIKE Eldar Jet Bikes are fast and highly manoeuvrable vehicles. They are powered by advanced anti gravity motors which propel them above the ground surface and can be used to carry them into the air above the maelstrom of battle. Each Jet Bike is armed with twin forward-firing shuriken catapults that are synchronised to fire simultaneously, or a single deadly Shuriken cannon. Co ford a ee ee ‘Shuriken canon 0-20-2040] 1 - | 5 | Oe “S| Sustained fire ‘Shuriken catapult | 0-12 12-24 | +1 - 4 1 4 ‘Sustained fire Tm Rn ec Ey Lei Cor Slow Speed i) CES TTI EST ES ‘The Eldar Jet Bike may be armed with ‘win shuriken catapults with a 45° field of fire to the front or a single shuriken cannon with a 45° field of fire to the front. mapas JET BIKE DAMAGE TABLES AMMO CONTROLS AMMO WEAPON CONTROLS. ( ELDAR DREADNOUGHT ) Wraithguard are cybemetic warriors controlled by th spirits of dead Eldar heroes. Wraithguard bodies come in a number of different sizes ranging from man-sized to Dreadnought. Indeed, Eldar Titans are ina sense large Wraithguard themselves. ‘The Eldar spirits are held in spirit stones and interface directly ito the psychic Wraithbone core ofthe Wraithguard suits. The spirits gradually lose their perception of the material universe in a physical respect, eventually ‘seeing’ purely in terms of emotions and psychic flux. Because of their increasingly psychic perception Wraithguard need to have friendly troops or Dsykers nearby to act as an anchor or reference point for their perception of reality, otherwise they become confused and act, randomly. Because of their nature Wraithguard make powerful opponents for daemons, being in a sense daemons of the material universe themselves, ro or eC OM em co Arey Flamer ‘Template ‘Target burns on a 4+ ‘Shuriken catapult | 0-12 12-24 Sustained Fire Power fist -_ - Close combat may carry ONE of the following weapons mounted 6 its shoulder: a distortion cannon and targeter with 2 90° field of fire to the front; a lascannon with targeter and a 90° field of fire to the front; a missile launcher with frag and krak missiles and targeter with 290° field of fire to the front; a heavy plasma gun and targeter with a 90° field of fire to the front; a scatter laser and targeter with @ 90° field of fire to the front. Li Se Ly fstele[s|[s|sis Cr DEES ‘The Eldar Dreadnought is armed with two power fists. Each power fist may either have a built in flamer and targeter, or have a built in shuriken catapult and targeter. Both weapons have a 90° field of fire to the front. For an additional 50 points the Dreadnought BACK ARMOUR -2 FRONT ARMOUR +4 (OUGHT DAMAGE TABLE ELDAR DREADNOUGHT HEAD AND CONTROLS ELDAR WAR WALKER “The Eldar War Walkers a unique vehicle. It consists of a robotic frame built around a diving position from which is solitary Eldar erewman controls the War Walker's movements. The Eldar pilot is protected not by armour, but by shield of energy called a powerfield. A powerfield is an invisible barrier of pure force which deflects or absorbs the energy of laser bolts and projectiles. A powerfeld can only be penetrated by heavy weapons, so the pilot is completely protected from bolter or lasgun Fire but has all the advantages of an open vehicle. The War Walker is most extensively used by Eldar Scouts and Exodites in the dense terrain of the heavily forested maiden worlds. Craftworld Guardian squads also use the War Walkers great mobility and firepower for scouting and mounting flank attacks, or coy Sr CUM Pol Led eee ci |b |i ‘The Eldar Walker is armed with a scatter laser with targeter and a 90° field of fire to the front, and a lascannon with targeter and a 90° field of fire to the front. BACK ARMOUR Ure FRONT ARMOUR +1 RIGHT ELDAR WAR WALKER DAMAGE TABLE AMMO WEAPON ORK BATTLEWAGON “The Battlewagon is an extremely common type of large vehicle used by the Orks. Its design conforms to one of the traditional types known throughout Orkdom and copied by Mekboyz for many generations. Battlewagons are large vehicles designed to carry a whole fighting Mob of Orks including any Gretchin and Snotling servants that ‘accompany it It is possible to squash an almost unlimited number of these underlings into the Battlewagon, and any that can't fit inside will quite happily hang onto the bodywork or grab hold of the vehicle's flagpole. As Battlewagons are mostly owned by Ork families it is armed with weapons belonging to that family and these will naturally vary a great deal Type CE Ae) Pair 10rk There is no limit to the number of Orks or servants that may be placed inside the vehicle, other than the number of models that you can fit inside or balance on top of the Battlewagon. Any models which fall off during the game are judged to have actually fallen off io Srna So COI Because of the tremendous weapon variation no weapons have been included on the Datafax. Orks in or on the Battlewagon may use any weapons that they are carrying. A Baltlewagon may also be used to tow aa piece of Ork artillery such as the Hop-Splat Field Gun, with the crew from the weapon riding inside the Battlewagon. Because the Orks are carrying their own weapons the field of fire is based on the position of each Ork ‘model firing from within the vehicle. FRONT ARMOUR +1 BACK ARMOUR -1 BACK Eneine 20 ORK BATTLEWAGON DAMAGE TABLE TRANSPORT st res tena ote models i he efor he peeling wenpon. I thi it FUEL ‘he flank pts and stars ein «burning tif ut Icind the veil, Tie sat poMet a long te ec A ge gash i ter in he el tank, dig alte veils fuel the ground. The eile an cary on moving a ora ik "et tum wd wlth ino al fore eo tebe. ‘A sar gies the vice’ ful an and it ha nt lanes ‘Anyody on oat kilt the Pasting week moves eto ool ext tur and he explodes. Anthing within 3 ofthe ‘The wheel and mountings ebay bale, Fro now on he ‘cick’ maim ped feed oe sow a on ‘ling or wl eaves he pune able ‘ection (oll DIZ with sespht ead 412 Oeoc). Ome allo iteanet move forthe reef he fe “Tho vei trough tal and may ot ove fr hee a ee, lng tae my ot ad age ‘The veil move in dangerous sd unpredictable sie. The ORK GOBSMASHA The Gobsmasha is a common Battlewagon variant much favoured by the Evil Sunz. The Gobsmasha benefits from having thicker, fully enclosed armour and a selection of large weapons mounted on the front. Evil Sunz use Gobsmashas to teach their young and impetuous Wildboyz the benefits of Orks kultur and the joys of driving around at high speed - the heavier armour comes in particularly handy when the Wildboyz keep crashing into things. In battle each Gobsmasha is crewed by three young Orks (who jump around and fire all the guns) and @ hoary old Ork veteran (who drives the vehicle and keeps the young Orks from doing anything too daft), in (Cee ee ed Sea Battle Cannon Meavy Pasa Gun lw eores ‘Max power 1" Biast, 2 turns to recharge Teavy Baer Bestel Fw ‘The Cobanaat is amed witha ble cannon with 49° Type Ci Te tite acter ros ante aes sa tine RESET 15 plasma gun and/or a heavy bolter, both with a 90° field of c Raton scanaiidonl so of 28 pine ec The Li 3 +hit diagram allows for these two extra weapons, and shows Ca ‘the position of the Ork gunners needed to fire them. If you Seis adel yout Gosuneah without ese se Piura co ‘mounted weapons, the shaded areas should be treated as Ee 4 Bae pav of be bal coca CEE mH EOsTo FRONT ARMOUR +1 BACK ARMOUR -1 BACK FRONT ORK GOBSMASHA DAMAGE TABLE AMMO, ENGINE GUNNERS lose vebee we ape DRIVER ORK SCORCHER ‘The Scorcher is a heavily modified Wartrak with an armoured turret and fuel tank on a trailer. It takes its name from the scorcher fire thrower with which itis armed. The scorcher is a dangerous weapon which runs off the unstable compound that Orks use for fuel. The fuel is pumped from the trailer through the turret and out of broad nozzle, A bumer ignites the fuel as it passes through thie nozzle and produces a sheet of flame. The burning fuel washes over and through cover, lapping through windows and doors or setting vegetation alight so that the cover provides no protection, making the scorcher particularly good against infantry Tot Eee ms ng_ Strength Damage Save Modifier Special 5 3 ‘See Vehicle manual rule book ‘The Scorcher is armed with the scorcher fire thrower with a 4" wide fire corridor and a 360° field of fire os oT io Pee) 30 Ci T0rk Deira oa STI 8 Combat Speed 20 EST ED ORK SCORCHER DAMAGE TABLE CONTROLS SNOTLING DRIVER ENGINE WHEEL ORK SUPER HEAVY DREADNOUGHT ) “The Super-Heavy Ork Dreadnought is almost identical tothe smaller, two armed, version. However, the fact that it is both bigger and capable of carrying twice as much weaponry makes i by far the most popular model with most Ork Warlords. As with the smaller version, the Super Heavy Ork Dreadnought is piloted by a Gretchin who has been implanted into the machine by the combined efforts of Painboy and a Mekaniak. Only the very brightest Gretchin are used in Super Heavy Dreadnoughts, as they must be capable of operating all four of the Dreadnought's arms atthe same time. This i no easy task, but on the whole the Gretchin seem to manage well enough, and only accasionally get confused and fie off a weapon at the wrong time, Range coy Sc eC ced eavy botter ‘Sustained Fire Las-cannon Sustained Fire ‘Krak missile Frag missile 2 Blast Area Heavy flamer Powor claw Giose combat Ty FRB | The Ork Super Heavy Dreadnought is armed with ‘two power claws, plus two weapons chosen from the following list: a lascannon with a 90° field of fire to the front; a missile launcher with frag and krak missiles, with a 90° field of fire to the front; a heavy flamer with a 90° field of fire to the front; a heavy bolter with a 90° field of fire to the front. As long as both power claws are in working order the Dreadnought can use the special CRUSH attack described in the Vehicle Manual rulebook. BACK ARMOUR -2 FRONT ARMOUR Lerr RIGHT ORK DREADNOUGHT DAMAGE TABLE AMMO ORK DREADNOUGHT “The Ork Dreadnought is piloted by a Gretchin which has been surgically implanted into the machine by the combined efforts of an Ork Painboy and Ork Mekboy. Gretchin are fortunately very resilient and usually survive the operation to wake up and find themselves wired into a huge metal body which is even bigger and stronger than an Orks! This is very cheering fr the Gretchin who has had to suffer years of beating from his Ork masters, and not surprisingly the power goes to his head. In battle Ork Dreadnought often charge off towards the frst enemy they ee, bellowing loud metallic “Waaargh!” noises out of their speakers. Fortunately most Ork Dreadnoughts are equipped witha fearsome Power Claw so thatthe Gretchin can work ‘off some ofits angst in close combat and then (hopefully) settle down forthe rest ofthe battle i Sac Range Aram Se ee Heavy botter Sustained Fire Lascannon Sustained Fire Krak missile Frag missile 2" Blast Area Heavy flamer Powor claw Close combat rr) PPE |The Ork Dreadnought is armed with one power claw on the right arm, plus one weapon chosen from the following list on the left arm: a lascannon with a 90° Field of fire to the front; a missile launcher with frag and krak missiles, with a 90° field of fire to the front; a heavy flamer with a 90° field of fire to the front; a heavy bolter with a 90° field of fire to the front POSE Li or Beco BACK ARMOUR -2 FRONT ARMOUR +1 Lert ORK DREADNOUGHT DAMAGE TABLE AMMO. ORK WARTRAK Like the War Buggy, the Wartrak is an extremely common type of vehicle built by Ork Mekboyz from all clans, thas a set of tracks and a bike-type front suspension so itis fast and doesnt get bogged down in mud or other bad terrain, The crew of two Orks sit behind each other with one acting as the driver and the other as the gunner. aks are very mobile and can mount various different weapons - though lascannon are the most popular om or Weapon a eee ed Lascannon_ 206 4 BACK Type [ro — POE FUT) Cy Liman Oi) SOT 10 CE a PSer Ey The Wartrak is armed with a Lascannon with a 360° field of a FRon? / 7 ORK WAR BUGGY ‘War Buggies are one of the most popular of all Ork vehicles. Although individual War Buggies vary greatly in the detail lavished on them by their ereators, the basic design is always the same. The Buggy consists of a sturdy chassis, hs four ‘wheels and is driven by an engine atthe back. I has a driver who is often a young Ork training as a Mekboy. The vehicle's ‘other crewman rides behind ona raised seat so that he fires his weapons over the driver's head. cr Ln Aaa Cy Seed Sustained fire Weapon Suu 7" Biast. 2 turns to recharge Oe 50 Cia The War Buggy may be armed with one of the Tetowing tia Bay olen wih 6 eld ffi, WARTRAK DAMAGE TABLES AMMO. FUEL DRIVER/GUNNER ENGINE ORK WARBIKE ‘The Ork Warbike is a single-seat attack bike with twin autocannon - an exceptionally heavy armament for such a small vehicle, OF cours, fixing such a lethal combination of weaponry onto a small and relatively light bike poses a few problems + not the least of which is its tendency to spin wildly out of control every time the guns are fired. Fortunately, Orks don't regard petty problems of this kind as any kind of deterrent, rather that they add tothe character ofthe bike and make it more exciting to ride. cy in nu Sra eo ‘Autocannon 0-20 20-72 eee Sustained fire LT CT BACK eee Ei =<, Cor sn none SOT D ( 7 ae 30 Foal Tane The Warbike is armed with win forward firing autocannons with a 2 wide fire corridor directly in front of the model. Special rules apply to this weapon as described in the main rules, L_, ORK NOBZ BIKE The Nobz Bike isthe ultimate personel transport for a Nob who wants fast individual mobility, with no waiting around for the rest ofthe Boys. Nobs dont drive the ikes themselves, that would distract them from the real fun which (as everybody knows) is shooting the biggest, loudest, and most devastating weapon tht he can carry. Instead the bike is driven by a trusted servant from the Nob’s household, someone he can trust to pu his foot down and get to where the action is really fast! The Boyz who drive the Nobz Bikes conser themselves a cut above the average Boy. They perhaps nurture dreams of being Nob themselves one day - if they live long enough! Type 0 Points Value 10 tr Li 0 SI o COT 2 ESET 0 “i Although the Nobz bike is unarmed the Nob riding it may fire any of his ‘weapons in a 360° fire ar. ORK WARBIKE DAMAGE TABLES ENGINE CONTROLS Result SQUAT BIKE ‘Squats use bikes and small trikes extensively for personal transport across the bleak and inhospitable landscape of the Squat Homeworlds. A number of younger Squats get so attached to the idea of roaring around at high speed that they mount weapons on their bikes and use them on the battlefield. The Engineers Guild is most renowned of all for its love of bikes and trikes (or Hogs and Sickles as they call them in their obscure technical jargon), often fielding entire Squads of Guild Bikers in support of the foot warrior brotherhoods, ra co Lo Sra UM od on 4 1 1 Type BACK o La Ca CR ; P FRONT ‘The Squat bike is armed with twin bolters with targeter and a 90° field of fire to the front CET c - i SQUAT GUILD TRIKE a This distinctive vehicle is used exclusively by the renowned Squat Guild of Engineers. The very sound of the thundering four-stroke engines of Guild Trikes is enough to send foes scurrying for cover and if they don't the barrage of melta-fire that follows will make them wish that they had. Guild Trike teams are famed for their fearless leaps and daredevil skid turns, evading enemy fire as they make their hit and run attacks with stunning bravado. cry Ln Bae SC Sc SS 0-2 12-24 on 224 2" Blast area [To RO ed i} rus iy) ST LJ POE Ey Fast Speed Et} The Squat Guild Trike is armed with twin bolters and targeter with 90° field of fire to the front, and a multimelta with targeter and 180° field of fire to the front SQUAT BIKE DAMAGE TABLES AMMO ENGINE CONTROLS AMMO WEAPON (" SQUAT EXO-ARMOUR TRIKE "The warrior aristocracy of a Squat Stronghold often ride into batle on a trike that has been heavly-reinforced to allow them to wear exo-armour and cary the feared Doom Lance. The Doom Lance isa specialised weapon incorporated into the left fam of an exo-amiour suit. Only one arm is needed to operate the weapon, leaving the other fre to fire a pistol or gun. The Doom Lance is thrust atthe enemy in exactly the same way a8 a spear or lance would be. However, it hits, a cunning spring loaded mechanism inthe tip acts trigger which fires a single heavy bolter shell atthe target. At such short range the shel is almost certain to destroy all but the most heavily armoured target. Cr} Sard ci Era Weapon Se ee i ST 0 Co 6 Fast Speed Ey The Squat Exo-Armour Trike has no weapons of its own but the Squat rider may fire any of his weapons in a 360° fire ar, JUGGERNAUT OF KHORNE ) Tggerautsof Khor are rusive Hiding beasts of groaning Won and brass, Their heavy, wide mouted heads tae iled with brazen fangs: Tey are iéden by favoured Champions of Khome. A chirging Juggemaut is tering Sight: he ground trembles ender is code weigh anil ifs ferocious bellowisg deers out al other sound. Then, with an enormous crash the Juggemaut smashes into its enemy, hurling men aside or crushing them underfoot. Even armoured vehicles can be smashed apart by the Juggernaut's almost unstoppable charge! Ca FRONT i7{[s[o}]s 2] 2 | oT CA Points Value % ‘The Juggernaut of Khome has no weapons ofits own but the rider may fire his weapons in a 360? field of fire. ‘The Juggernaut causes fear. Ifthe rider is removed from the Juggernaut or disabled in any way then the Juggernaut becomes subject to frenzy. EXO-ARMOUR TRIKE DAMAGE TABLES RIDER WHEEL CONTROLS BODY ( CHAOS DREADNOUGHT ) SS ——————————————— ‘A great Chaos Space Marine Champion may be fortunate enough to find himself implanted into a Dreadnought rather than die of his wounds, Just as Space Marine Dreadnoughis combine the barely living remnants of a Space Marine into a complex fighting machine, so Chaos Dreadnoughts use sophisticated technology and arcane secrets to prolong the life of a Chaos Champion in machine form. Chaos Dreadnoughts derive from the ancient time before the Horus Heresy, but many of these machines have mutated under the warping power of Chaos into combination of bone, metal, and living flesh. Relatively few survive and they are carefully maintained and repaired by Chaos Dwarf artificers. If the Dreadnought’s occupant is killed in action the Dreadnought is, recovered and refurbished to house a new Chaos Champion, ange co CeCe Ce Heavy plasma gun Low Energy Maximum power | 0-20 20-72 Power Glaw = - oe cy lel7[s|[e [s|s || The Chaos Dreadnought is armed with a heavy plasma gun with targeter and a 90° field of fire to the front, and a power claw. BACK ARMOUR -1 FRONT ARMOUR +1 CHAOS DREADNOUGHT DAMAGE TABLE AMMO, ENGINE WEAPON BLOOD SLAUGHTERER “Amongst the grestest of Khorne's weapons are the part magical, part technological Daemon Engines. Daemon Engines are Titerlly daemonic machine creatures made of iron and brass. Covered with heavy armour of black steel and marked with brass skull runes of Khorne, Daemon Engines are deadly, hulking monstrosities brsting with weapons. Their advance is almost unstoppable as they clank forward on ratling tricks or spiked wheels. “The Blood Slaughtereris a deadly opponent as it hurts across the battlefield on its iron bound wheels, spraying bloody death from the heavy bolters mounted in its chest, or tearing its enemies apart with its axe and whip in hand-to-hand combat. The Blood Slaughterer will charge anything that gets in its way, attacking ferociously until itis destroyed Range ToUit Con Pe ee Heavy Boters| Lash of Khorne Power hxe LT ‘The Blood Slaughterer is armed with twin heavy bolters with a 90° field of fire, a power axe and a Lash of Khomne. ‘The Slaughterer causes Fear and will go into Frenzy as soon as its in charge range of the enemy. BACK ARMOUR -1 FRONT ARMOUR +1 BLOOD SLAUGHTERER DAMAGE TABLES hm nor shot, But ay atack iba adc AMMO WHEEL OR TRACK ENGINE Te Sugar manioun morse The Speer wert of contin a Asp ee Singh ue tn tri ‘hethe weapon stacked thea "rece by and aay ot ee weapon sack Aayling sunday vine tan aks etna 57 the Slight Result Dearth eofeach fhe Chae pagers tm oe alot 510 ‘earn ied a! sre wrking eal SCREAMER KILLER DAMAGE TABLE ARM maf og SCREAMER KILLER ‘The Screamer Killer is one of the larger Tyranid bio-constructs: a living engine of destruction designed for use in assaults, boarding actions and massed battles. Because of its exceptional size and toughness the Sereamer Killer is treated as & Dreadnought in all respects, even though itis a living creature. At close quarters it uses its deadly claws to tear the enemy to pieces, ripping through armour and shredding flesh with ease. The Screamer Killer’ ranged attack is even more terrible. Rasping plates in the mouth, gases secreted inthe lungs, and a high frequency scream produced by the creature's vocal cords ‘combine to produce a highly unstable bio-plasma energy bolt. Ths forms for a split-second infront of the Sereamer Killer, held in place by a flickering electrical field generated around the creature's claws, before itis belched forth to burn its path across the battlefield and explode with incandescent fury 7 Totti Weapon Se aC) ‘Type Walker ae) ci Cr

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